# Synthesizers

**SuperDirt** is installed along with an extensive list of *default* audio effects and synthesizers. Note that you can also extend this list by adding your own synthesizers and audio effects to the audio engine. For instance, check out the Mutable Instruments or the SynthDefs for Tidal threads on the **Tidal Club** forum.

## #

Basic instrumentsDefault values are in **parentheses**. In all synths, `sustain`

(default 1) affects the overall envelope timescale. The parameters `pan`

and `freq`

can also be set in all synths. The default value for freq is usually 440 â€“ in synths where itâ€™s not, `freq`

and its default value for that synth are mentioned in its parameter list below.

##### caution

Some undocumented parameters are included without descriptions.

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Additive synthesis#### #

SupergongAn example of additive synthesis, building up a gong-like noise from a sum of sine-wave harmonics. Notice how the envelope timescale and amplitude can be scaled as a function of the harmonic frequency.

`voice`

(0): provides something like a tone knob`decay`

(1): adjusts how the harmonics decay`accelerate`

(0): for pitch glide

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Substractive synthesis#### #

SupersquareA moog-inspired square-wave synth; variable-width pulses with filter frequency modulated by an LFO:

`voice`

: controls the pulse width (exactly zero or one will make no sound)`decay`

(0): the decay`accelerate`

(0): pitch glide`semitone`

(12): how far off in pitch the secondary oscillator is (need not be integer)`resonance`

(0.2): filter resonance`lfo`

(1): how much the LFO affects the filter frequency`rate`

(1): LFO rate`pitch1`

(1): filter frequency scaling multiplier, the frequency itself follows the pitch set by â€śnâ€ť

#### #

SupersawA moog-inspired sawtooth synth; slightly detuned saws with triangle harmonics, filter frequency modulated by LFO:

`voice`

(0.5): controls a relative phase and detune amount`decay`

(0)`accelerate`

(0): pitch glide`semitone`

(12): how far off in pitch the secondary oscillator is (need not be integer)`resonance`

(0.2) filter resonance`lfo`

(1) how much the LFO affects the filter frequency`rate`

(1): LFO rate`pitch1`

(1): filter frequency scaling multiplier, the frequency itself follows the pitch set by â€śnâ€ť

#### #

SuperpwmA moog-inspired PWM synth; pulses multiplied by phase-shifted pulses, double filtering with an envelope on the second

`voice`

: controls the phase shift rate`decay`

(0): decay.`accelerate`

(0): pitch glide`semitone`

(12): how far off in pitch the secondary oscillator is (need not be integer)`resonance`

(0.2): filter resonance`lfo`

(1): how much the LFO affects the filter frequency`rate`

(1): LFO rate`pitch1`

(1): filter frequency scaling multiplier, the frequency itself follows the pitch set by â€śnâ€ť

#### #

SuperchipUses the Atari ST emulation *UGen* with 3 oscillators:

`slide`

(0): for a linear frequency glide`rate`

(1): repeats the above glide â€śnâ€ť times (can be fractional or negative)`accelerate`

(0): for an overall glide`pitch2`

(2): control the ratio of harmonics`pitch3`

(3): control the ratio of harmonics`voice`

(0): causes variations in the levels of the 3 oscillators

#### #

SuperhooverHoover, adapted from Wouter Snoeiâ€™s implementation:

`slide`

(0): for the amount of initial pitch glide, positive slides up in pitch, negative slides down`decay`

(0): for a different envelope shape`accelerate`

(0): for constant pitch glide

#### #

SuperzowPhased saws:

`decay`

(0): for envelope shaping`accelerate`

(0): for pitch bend`slide`

(1): how fast it moves through the phase`detune`

(1): for oscillator detuning

#### #

SupertronFeedback PWM:

`accelerate`

(0): pitch-glide`voice`

(0): number of voices`detune`

(0): detune amount

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SuperreeseVaguely Reese-like synth:

`accelerate`

(0): pitch-glide.`voice`

(0): number of voices`detune`

(0): detune amount

#### #

SupernoiseDigital noise in several flavors with a bandpass filter:

### #

SuperstaticImpulse noise with a fadein/fadeout.

`voice`

: at 0 is a digital noise for which â€śnâ€ť controls rate, at 1 is Brown+White noise for which â€śnâ€ť controls knee frequency`accelerate`

: causes glide in n, â€śrateâ€ť will cause it to repeat`pitch1`

: scales the bandpass frequency (which tracks â€śnâ€ť)`slide`

: works like accelerate on the bandpass`resonance`

: is the filter resonance

#### #

Supercomparator`voice`

(0.5): scales the comparator frequencies, higher values will sound â€śbreathierâ€ť`decay`

(0)`accelerate`

(0): pitch glide`resonance`

(0.5): filter resonance`lfo`

(1): how much the LFO affects the filter frequency`rate`

(1): LFO rate`pitch1`

(1): filter frequency scaling multiplier, the frequency itself follows the pitch set by â€śnâ€ť

### #

Physical modelling#### #

SupermandolinPhysical modeling of a vibrating string, using a delay line (`CombL`

) excited by an intial pulse (`Impulse`

). To make it a bit richer, Iâ€™ve combined two slightly detuned delay lines:

`sustain`

(1): changes the envelope timescale`accelerate`

(0): pitch-glide`detune`

(0.2): detune amount

#### #

SuperpianoHooking into a nice synth piano already in **SuperCollider**:

`velocity`

: affects how hard the keys are pressed`sustain`

: controls envelope and decay time`detune`

(0.1): detune amount.`muffle`

(1)`stereo`

(0.2): stereo amount.

#### #

SuperforkTuning fork from Ben Goldâ€™s experimentation and from â€śOn the acoustics of tuning forksâ€ť, Rossing Russell and Brown:

`accelerate`

(0): pitch-glide amount.

#### #

SuperhammondHammond B3 sim. Frequency adjustments courtesy of Tom Wiltshire:

`perc`

,`percf`

and`decay`

: an attempt at the percussion, no idea if it sounds at all reasonable. Vintage Hammonds had`percf`

as 2 or 3 (switchable), two perc levels (maybe roughly 0.7 and 1.2?), and two decay options (roughly 0 and maybe 1ish?)`vibrato`

,`vrate`

,`perc`

,`percf`

: new parameters youâ€™ll need to define in Tidal if you want to change them.

Voices are drawbar presets:

**0.**bass violin 16â€™**1.**tibia 8â€™**2.**bassoon 8â€™**3.**french trumpet 8â€™**4.**string ensemble**5.**Blues**6.**Jazz 1**7.**Full Shout**8.**Broâ€™ Jack**9.**Jazz 2

#### #

SupervibeVibraphone simulation, adapted with some help from Kevin Larkeâ€™s thesis Real Time Vibraphone Pitch and Timbre Classification:

`decay`

(0): use larger values to damp higher harmonics`velocity`

(1): higher velocity will brighten the sound a bit`accelerate`

(0): for a linear pitch bend`modamp`

(1): amplitude of the tremolo (0-2 is OK)`modfreq`

(7): frequency of the tremolo`detune`

(0): adjusts a high harmonic to give the sound a different character

### #

FM synthesis#### #

Superfm6-op FM synth (**DX7**-like). Works a bit different from the original **DX7**. Instead of algorithms, you set the amount of modulation every operator receives from other operators and itself (feedback), virtually providing an endless number of possible combinations (algorithms). The synth's author did an online workshop explaining in depth how everything works:

`voice`

: preset number: 0 is user-defined; 1-5 are randomly generated presets`lfofreq`

: overall pitch modulation frequency`lfodepth`

: overall pitch modulation amplitude

Each operator responds to:

`amp`

: operator volume - becomes carrier`ratio`

: frequency ratio`detune`

: in Hz`eglevel`

: 1-4, 4 envelope generator levels`egrate`

1-4, 4 envelope generator rates

The syntax for operator arguments is `<argumentName + opIndex>[modulatorIndex | egIndex]`

. For example:

`amp1`

1: op1 as carrier with full volume`ratio2`

2.3: op2 frequency ratio`mod11`

0.5: op1 feedback`mod12`

0.78: op1 modulation amount by op2`detune1`

0.2: op1 detune`eglevel12`

0.1: op1 EG level2`egrate11`

0.01: op1 EG rate1

##### warning

Higher values go FASTER!

### #

Drum synthesis#### #

SuperhexWaveguide mesh, hexagonal drum-like membrane:

`rate`

(1): ??`accelerate`

(0): pitch-glide amount

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SuperkickKick Drum using Rumble-Sanâ€™s implementation as a starting point:

`n`

: controls the kick frequency in a nonstandard way`accelerate`

(0): sweeps the click filter frequency`pitch1`

(1): affects the click frequency`decay`

(1): changes the click duration relative to the overall timescale

#### #

Super808A vaguely 808-ish kick drum:

`n`

: controls the chirp frequency`rate`

(1): controls the filter sweep speed`voice`

(0): sets the sinewave feedback

#### #

SuperhatHi-hat using Rumble-Sanâ€™s implementation as a starting point:

`n`

: provides some variation on the frequency in a weird way`accelerate`

(0): sweeps the filter

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SupersnareSnare drum using Rumble-Sanâ€™s implementation as a starting point:

`n`

for some variation on frequency`decay`

(1): for scaling noise duration relative to tonal part`accelerate`

(0): for tonal glide

#### #

SuperclapHand clap using Rumble-Sanâ€™s implementation as a starting point:

`n`

(?): changes how spread is calculated`delay`

(1): controls the echo delay`rate`

(1): affects the decay time`pitch1`

(1): scales the bandpass frequency

#### #

SOSKickKick drum synth. Increase `pitch1`

and `voice`

for interesting electronic percussion:

`midinote`

â€“ controls the root note of the kick (the source comments mention this, but the function doesnâ€™t have this parameter at all)`pitch1`

(0): controls modulation frequency in Hz (min: 0, max: SampleRate.ir / 2)`voice`

(1): controls modulation input phase in radians (min: 0, max: your sanity)`pitch2`

(0): controls WhiteNoise amplitude (min: 0, max: 1)`speed`

(0.3): controls WhiteNoise sweep (min: 0, max: 1)`freq`

(65)

#### #

SOSHats`resonance`

(1): bandpass filter resonance value (min: 0, max: 1)`pitch1`

(238.5): oscillator modulation in radians (min: 0, max:`SampleRate.ir / 2`

)`sustain`

(0.5): sustain amount`freq`

(220): frequency

#### #

SOSToms`voice`

(0.5): controls modulation input phase in radians (min: 0, max: your sanity)`sustain`

(0.5): sustain amount`freq`

(261.626): frequency

#### #

SOSSnare`voice`

(0.385): controls modulation input phase in radians (min: 0, max: your sanity)
`semitone`

(0.452): modulation frequency in semitones of fundamental
`pitch1`

(2000): resonance filter frequency (Hz)
`resonance`

(0.1): resonance of bandpass and resonz filters (min: 0, max: 1)
`freq`

(405): frequency

### #

Audio Input#### #

inLive audio input:

`in`

: audio input

#### #

inrPitch shifted live audio input:

`inr`

: audio input`accelerate`

(0): pitch-glide

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Other synths and goodies#### #

impModulated band limited impulse:

`accelerate`

(0): pitch-glide amount

#### #

psinModulated phase mod sines:

`accelerate`

(0): pitch-glide amount

#### #

gaborGabor grain

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cycloShepard on a cycle:

`accelerate`

(0): pitch-glide amount.

#### #

SupersirenA controllable synth siren, defaults to 1 second, draw it out with `sustain`

.

### #

SupergrindFrom `synthdef.art`

fragment(2018-08-16):

`accelerate`

(0): for pitch glide`detune`

(0): in Hz, but even small values are quite noticeable`voice`

(0): changes harmonics`rate`

(1): is the impulse trigger rate